Picture of ©Penny Dreadful horror host
We continue our 31 days of Halloween with day 4 I put a spell on you!
Console Game Sensation, Agatha Christie: The A.B.C. Murders, Now Available On Mobile Devices
Adventure and investigation game, popular on PS4, Xbox One, PC and Mac, puts players in the shoes of a legendary detective working to solve a string of mysterious murders
Paris – September 29, 2016 – Microïds and Artefacts Studios, both leading international brands in the worldwide gaming industry, today announced the release of “Agatha Christie: The A.B.C. Murders” on iOS and Android. Already a sensation on PS4, Xbox One, PC and Mac the adventure and investigation game is based around one of Agatha Christie’s most-beloved novels, The A.B.C. Murders, and allows games to investigate the A.B.C. murders on their mobile device.
Putting the player in the body of detective Hercule Poirot, “Agatha Christie: The A.B.C. Murders” is an adventure and investigation game which challenges players to use strategy, skill, wit and composure to solve a string of dark and mystifying murders. The gameplay centers around Detective Poirot’s brilliant intelligence and allows the player to live and breathe within Poirot’s point of view.
The story begins with Poirot receiving a mysterious letter from someone named A.B.C. who announces an upcoming murder. From there, the game takes the player on a journey as they match wits with a menacing killer and chase him all around England and try to solve the mysterious A.B.C. murders.
Some of the key features of the gameplay of “Agatha Christie: The A.B.C. Murders” include:
First-person investigation: Players see Agatha Christie’s legendary world through the eyes of Detective Poirot as they examine integral crime scene details, character backgrounds and clues as they work on solving the mystery of the game.
Interactive interrogation: Gamers are able to directly interrogate characters in the game as Poirot and a multiple choice question system while armed with the ability to monitor the moods of other characters to guide the strategy in the conversation.
Dynamic tools: The game is loaded with dynamic tools Poirot will collect and use in the game to advance the story and solve the mystery.
Challenging puzzles: Numerous varied puzzles stand in the way of solving the mystery. Players will encounter puzzles which need to be solved to unlock a secret room or collect a valuable tool and get closer to solving the mystery.
Mystery-solving: Once all of the clues have been collected, the player will be tasked with reconstructing the crime and putting together the entire story.
“Little grey cells”: Detective Poirot’s signature intelligence will be put to the test in “Little Grey Cells” sequences where players will have to answer questions about the suspects or circumstances using the clues they have collected.
“The harrowing intrigue of the world of Agatha Christie and the ingenuity and brilliance of Detective Poirot translates perfectly into a game built for the mobile platform,” said Eric Nguyen, director of marketing for Microïds. “We believe gamers will be submerged in the mysterious, multi-layered world of the game and be challenged and enthralled by the interactive gameplay which tells a fast-paced story and mystery the player can solve themselves.”
The game is available on iOS and Android for $6.99.
iOS :
http://itunes.apple.com/app/
Google Play :
http://play.google.com/store/
Voice-over is available in English and French. Subtitles are available in English, French, Italian, Spanish, German, Portuguese, Polish, and Russian.
©2015 Anuman Interactive SA. Tous droits réservés. Distribué et publié par Anuman Interactive SA. Microïds est une marque déposée par Anuman Interactive SA. Tous droits réservés. ©2015 Agatha Christie Limited (une société du groupe Acorn Media). Tous droits réservés. www.agathachristie.com
This past Tuesday, we had the opportunity and privilege to attend the Kids and Family Tech Expo, showcasing the latest and greatest in future tech from Spin Masters to Ozobot and more! Please join us in seeing some great demonstrations of what’s in store for everyone just in time for Christmas and even right now.
One of the biggest pieces of news this week was the unveiling of two new championships on SmackDown as Daniel Bryan created both Women’s and Tag Team titles exclusively to the blue brand.
Whilst the unveiling was handled well and SmackDown’s show, in general, was better than Raw (once again) I couldn’t help but question the WWE’s decision to add more title’s to their programming.
Yes, I know that it has been common knowledge for several weeks as it has even been referenced on SmackDown but that didn’t prepare me for it actually happening.
Why am I so frustrated by the decision? It’s simple, the popular phrase ‘ It’s quality, not quantity.’ A phrase that WWE has completely ignored when it comes to championship belts by creating two more.
Now we have two tag team championships and two women’s championships, yet we are expected to hold all four titles in high prestige and respect? It doesn’t work that way, people have learned to respect the holder of the Women’s Championship (on Raw) because it has had a long healthy run by Charlotte and the belt gained prestige.
Well, all that was for nothing as now there is another Women’s Championship, which means they are on a level playing field.
The company has spent SummerSlam weekend promoting their Women’s division with the latest WWE 24 documentary and two blockbuster matches for both the NXT and the main roster’s Women’s title. On top of that, they had the return of Nikki Bella and the main roster debut of Bayley, but the second title has squashed some of that momentum.
It’s quite obvious that the WWE doesn’t have the main roster depth to have two split women’s rosters and two championships, for the short term it is going to work, fresh feuds, important matches that make the division have a more prominent place.
But in the long term, once you’ve seen those matches several times over there is a major issue.
The company missed out on having one brand exclusively having the women, like RAW have the cruiserweights. Just a few injuries to Emma and Sasha Banks and a suspension for Paige has left the rosters looking very thin.
WWE’s tag team division has exactly the same problem, there simply isn’t enough credible teams for split title’s.
On Raw, there are three teams to be taken seriously and that can compete for the belts, on SmackDown there’s arguably only two in the Usos and American Alpha.
Sure the company can build teams such as Breezeango but how seriously can you take Golden Truth?
One of the major issues from the last brand split was that the titles were devalued and became worthless, eventually being merged together.
Ultimately it would have made more sense to just have the champion cross brands and keep the quality of one belt instead of just throwing as many belts (that all look exactly the same) as possible at us.
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The “Dark Souls” series has become synonymous with one thing: punishing difficulty. But the series isn’t just for masochists who crave a more difficult brand of video game. “Dark Souls 3” has a comparable difficulty to its predecessors, sure, but the experience is much more than a rigorous loop of trial and error.
The “Dark Souls” experience is about discovery, progression and success that grants a sense of satisfaction that is severely lacking in much of the adventure genre. “Dark Souls 3” impeccably improves on the structure of the original “Dark Souls” and “Dark Souls 2” all while managing to make the experience more accessible to newcomers.
“Dark Souls 2” introduced players to a vast open world, but one that suffered from flaws in its layout. In an otherwise excellent game, it had several new areas to explore that all branched from the central hub area. Having the hub at the center of everything meant that the player had to do a lot of backtracking, and never ventured far from home. There’s a psychology to that design that doesn’t mesh with the game’s tone. The “Dark Souls” experience is about exploring areas that feel inherently foreign. Each new environment welcomes the player with hordes of dangerous creatures and numerous twisting paths that lead to parts unknown. By design, each new area is supposed to feel alienating. Some of that feeling is lost when the warm, welcoming hub world is nearby.
In “Dark Souls 3” the hub world can’t even be accessed on foot. It’s far away and can only be accessed by bonfire travel. The knight, or warlock or thief that you’ve created is on his or her own in the uninviting and terrifying world. Every step journeys farther away from a place of normalcy. “Bloodborne” perfected the art of an interconnected open world; one where progressing to new areas somehow linked to previous ones. “Dark Souls 3” shows that From Software recognizes that perfection. Discovering new areas in this game conveys a mix of reward and fear of what lies ahead that isn’t found in other games.
The “Dark Souls” series usually has a front loaded difficulty. That’s especially the case with “Bloodborne.” The beginning areas are the most difficult while the player figures out what works and what doesn’t. Then things finally “click” and the player can breeze through future areas. “Dark Souls 3” is more balanced. The beginning isn’t as punishing. Actually, it is, but no more punishing from the rest of the game.
The balance of “Dark Souls 3’s” combat is one of its most underrated achievements. Balance is as important to a game like this as it is to something like the “Street Fighter” series. There are many ways to approach its action. The game offers dozens of weapons to choose from throughout the journey, all which have different attack speeds and unique abilities. Different characters can rely on spells or arrows for ranged attack. It’s possible to make a character who relies on counter punching after a successful block or parry. I got hooked on “Bloodborne’s” style and never relied on a shield, and instead crafted a character with good agility for dodging.
There isn’t a right or wrong way to approach a character in “Dark Souls 3.” Every type has their own strengths and weaknesses. There’s no exploitive easy button character. “Dark Souls 3” is designed to be challenging for every character class. My advice is to choose one path and continue it. Don’t start with a mage and change it to a knight halfway through the game. Don’t become a jack of all trades and a master of none. Specialization is key.
“Dark Souls 3” is an excellent jumping off point for the uninitiated. The lore isn’t connected to the first two games, at least as far as one could tell during the review process. The “Souls” series is lore heavy, so there may be some deep-seeded connection between all three games, but newcomers won’t miss much in that department. More importantly, “Dark Souls 3” doesn’t assume the player knows the gameplay mechanics from the previous games. That’s partially because much of the core mechanics have been altered in the sequel.
Hollowing is gone. The biggest annoyance and arguably the most punishing aspect of “Dark Souls 2” is no more. Hollowing used to mean the player’s maximum health decreased with each death. In a game like “Dark Souls” where one dies a lot, this can be a serious hindrance on progress. I always viewed it like the game was punishing me for even attempting a new area or boss. Fortunately, that mechanic is gone in “Dark Souls 3.” Well, it’s mostly gone. The player will lose some health upon death, but it doesn’t stack with subsequent deaths. The process can be reversed with ember items, which are comparable to human effigies from the previous game. Restoring humanity (it’s called harnessing the power of the Lord of Cinder in “Dark Souls 3”) with embers is also tied to the game’s co-op gameplay.
Co-op phantoms can only be summoned if humanity is restored to the player. In other words, you’ll have to use an ember in order to summon help from a friend. Ember availability is close to how plentiful human effigies were in “Dark Souls 2.” They can also be purchased in exchange for souls in the hub area. Defeating any boss will also restore humanity without having to burn an ember usage.
Online play of the “Souls” series has always been unique. Summoning a friend is an easy way to get through a boss that has been beating you to a pulp for ten or more attempts. It’s the same in “Dark Souls 3.” There should be a limit on how many times one can summon a friend. It takes away from some of the game’s difficulty, which takes away from the satisfaction once victory is achieved.
The game’s message system thankfully returns, which is one of the most genius uses of online play in any adventure game. Message senders are limited to what words they can leave for other players, but the game gives enough options to be descriptive. Each message is a helping hand from a nameless player going through the same tribulations that you are. It’s like the players are bound by the fraternity of “Dark Souls” and feel compelled to leave helpful messages to others in need. There’s hope for internet comments yet!
The “Dark Souls” series has an undeniable learning curve. There’s absolutely no way anyone will pick up a game controller for the first time and begin with a “Dark Souls” game. It’s an acquired taste that requires patience and appreciation for what the game asks of its players. Once that “eureka” moment happens, the game becomes one of the most rewarding experiences in the medium. Give it a chance, stick with it and make each death a learning experience. It might just become your new favorite series.
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Outfit7 “Goes for the Gold” Twice by UnveilingTalking Tom Gold Run, a New Infinite Runner Game, and Reaching 4.5 Billion Downloads
Outfit7 Debuts the Worldwide launch of New App, Giving Players the Chance to Experience the Entire Talking Tom and Friends Bunch for the First Time in One Exciting, Fast-Paced Game
July 13, 2016 – Outfit7, the entertainment company behind the hugely successful Talking Tom and Friends franchise breaks ground today on two fronts: surpassing the 4.5 billion download mark, making it one of the most downloaded app franchises worldwide, and launching Talking Tom Gold Run. Outfit7’s new “go for the gold” game immerses players in a way that goes above and beyond the routine of a runner mechanic game, giving players a reason to run. Stunning graphics and intricately designed worlds, boosters, and incentives let players experience an ongoing story through the eyes of Talking Tom and the gang.
“Through the limited release test, we saw how receptive gamers were to the unique combination of a runner and builder style of gameplay,” said Samo Login, founder and CEO of Outfit7. “With so many different elements used within this game, several player emotions are evoked, including courage, independence, self-realization and motivation.”
Talking Tom Gold Run begins with a robbery, causing the player to run as fast as possible to retrieve the fallen gold bars, dodge obstacles and collect rewards. Each component of the game allows players to ‘Go for the Gold’ as they help Talking Tom and Friends build their dream homes. The game currently has seven worlds to unlock, including the city, woods, beach and more. As the completion of each character’s house progresses, new building upgrades, characters and running segments become available.
“Talking Tom Gold Run draws the user in with an interactive storyline, top-notch graphics and iconic characters that users have come to know and love,” said Samo Login. “We guarantee the gamer will never get bored with so many unique worlds and segments to unlock.”
Talking Tom Gold Run is free to download on all major platforms and includes the option for in-app purchases, which range in price. The app also contains social features, allowing users to connect with friends through Facebook to see high scores. For more information, download the app today!
Talking Tom Gold Run Trailer.
Talking Tom on Facebook.
Download Talking Tom Gold Run:o7n.co/tomgoldrun.
Available on: Google Play Store, Apple App Store, Windows Store and Amazon.
Since the first Talking Talking Tom and Friends app launched over five years ago, the suite of apps has skyrocketed in popularity worldwide with 4.5 billion downloads. The franchise has also amassed over 5.7 billion views of its various branded content on YouTube. In addition, Talking Tom and Friends: The Animated Series, currently in its first season, has cemented a rock-solid audience with over 760 million-plus views alone on YouTube and the YouTube Kids app. The 52×11 minute series airs weekly and features an all-star voice cast led by Golden Globe® and Emmy®-nominee Colin Hanks (“Fargo”) and Tom Kenny (“SpongeBob SquarePants.”).